Sonic Time Twisted (New Screenshots! 28-04-2015)

Discussion in 'Fangaming Discussion' started by Mercury, Sep 19, 2011.

  1. Lapper

    Lapper

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    Sonic Studio, Sonic Physics Guide, Kyle & Lucy: WW, Freedom Planet
    Aside from my big sprites thing, I'm going to have a go at remaking Sonic 1 with better (I guess Chaotix style) style graphics once this engine is out. Something I've wanted to do through hacking, but simply can't.
     
  2. Overbound

    Overbound

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    Sonic Time Twisted Creator
    Here's some art I've been working on for time twisted. I've been modifying levels with improved original art with the goal being to create nearly 100% oringinal art. These shots however are wip. The eagle badnik is not even for Radical Ruins and I still have to make the robotnik pyramid about 2-3 times larger.

    I should also note that Radical Ruins is a product of myself and Der Zocker. Attraction Attack is my creation alone.

    I'm on a phone and the image insert isn't working you will have to settle for links:
    [​IMG]
    [​IMG]

    As for status of the game we've got a lot of art we're just waiting AeStHete.
     
  3. TheKazeblade

    TheKazeblade

    "Our Life is More than a Side-Effect" Member
    Back from the dead! It's good to see this project is still going :)
     
  4. Overbound

    Overbound

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    Not dead just a slow down thanks to myself. You can thank me for the fact AeStHete isn't finished. TT will be finished though I will never leave all my art unused.
     
  5. FeliciaVal

    FeliciaVal

    Member
    I didn't see this before, sorry about that, but all I have to say is that this is an excellent project and wow at those sprites, Overbound! I have a lot to learn from you if I wanna be as good as you are someday!
     
  6. Overbound

    Overbound

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    Thanks feel free to look me up on skype if you want to talk same name as here. Here's a gif of a line art test for a small part of a planned into. Its a little old now and one of my first stabs at animating so you can expect the final cutscenes to look much better.

    [​IMG]
     
  7. Sparks

    Sparks

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    Man that's some gorgeous level art, good to see this project is still being worked on.

    Only fault I can find is Tails is smacked with a bit of pillow shading, but that's not the level art. :v:
     
  8. FeliciaVal

    FeliciaVal

    Member
    sure! will do that! and I think the link is broken...? all I can see is the back of Sonic, but is not moving
     
  9. Overbound

    Overbound

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    It's because I'm on my phone. I'll post it properly later once home. I actually have a lot of art that people haven't seen: original badniks, official looking promotional art, level graphics, and more animation. I'm planning on posting pieces here from time to time.
     
  10. Overbound

    Overbound

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    I've updated the image so you can see the animation now.

    Here's a little 2 frame running animate for Sonic. Might get used for a cut scene, with revisions... probably more frames.

    [​IMG]
     
  11. Great to see this project back up, I remember back when I played the SAGE demo and I loved it, and I'm sure this new version will be even better!
     
  12. FeliciaVal

    FeliciaVal

    Member
    I can finally see the gifs and that's brilliant work!! Can't wait to see more, I bet it's gonna be incredible once it's finished!
     
  13. Lapper

    Lapper

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    Nice, you are really good at drawing good simple genesis art... something I get too carried away with and ruin Dx Infact I almost want to do a redraw now....

    But yeah, if and when this game gets put together, it'll be all kinds of awesome!
     
  14. Overbound

    Overbound

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    Well I am going for a look similar to Sonic CD after all. This is a whale badnik I made for Perplex Puzzle.
    [​IMG]
     
  15. Overbound

    Overbound

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    Titlescreen art based on a sketchs by Mercury and DerZocker.

    [​IMG]
     
  16. LordOfSquad

    LordOfSquad

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    Goddamn that is amazing work. No words beyond that, haha.
     
  17. Namo

    Namo

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    Those look fantastic, just really fantastic. It's tickling a spot in me that wishes Sonic stayed 2D and followed the aesthetic of the OVA.

    This whole game looks good, really. Can't wait.
     
  18. Black Squirrel

    Black Squirrel

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    Hey so, bump because I played this at SAGE. Played previous demos at previous SAGEs too and this is better than those

    but, disregarding obvious bugs and wacky difficulty curve from levels being played out of order or whatever:

    - the introductory boss. The characters are running downhill, but if you spin, you slow down and are dragged towards the top left. Physics would have the characters dragged towards the bottom right. It's also a really awkward boss for characters like Knuckles, and you lose lives even though there's no HUD to indicate this

    - I'm not a big fan of a lot of your graphics. Backgrounds blending in with foregrounds, washed out palettes, big discrepancies between the styles of character sprites and backgrounds. You've got some big spinning orbs in one level, which is neat, but dude, if you're going to resize, RotSprite that bitch. It's these weird sections where in once scene, you're limiting your palette to three or four colours, while in others, you have twice, maybe three times as many.

    - The filters don't... filter. The idea of the composite filter in Kega Fusion is to mask the dithering and create the in-betweeny frames, which are used by Mega Drive artists for things like transparency. I promote it because original Sonic art was drawn with this stuff in mind - here the dithering is still visible when the filter is applied, but things are still blurry and most of the art doesn't really benefit. It's arguably a feature you don't need on a 16-million colour display - you just design your art differently. It really misses the mark when you rotate the dithered clouds in the introductory boss - that sort-of nullifies any reason to use the filter at all.

    - Not a big fan of the music but audio's a valuable commodity so I'll keep that comment brief


    Otherwise a genuine improvement over the last attempt, but, you know, lots of people involved now - I'm surprised some of this wasn't spotted
     
  19. Willie

    Willie

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    So I'd really love to experience this demo, but there is very noticeable input lag with the controller support that's not present when playing the game with a keyboard. Using ControllerMax (formally known as CronusMax), I remapped the four buttons to bizarre places and had square, cross, and circle remapped to ASD. Unfortunately, the input lag was still there. I know it's not my controller or ControllerMax that's the problem because this issue is not present with my other games. Is there some way I can disable the official controller support?
     
  20. Hinchy

    Hinchy

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    Do remember that this is basically an alpha, though, so a lot of the things you mentioned, especially technically speaking, is just stuff we're already aware of and working towards fixing.
    The dev team worked very hard and quickly to put out this demo for SAGE and as such there's a lot things that were missed or skipped over because of time pressure, especially because real life got in the way at the last moments in some particularly nasty ways.
    As one example, I can confirm that you used to not be able to lose lives on the intro boss; someone must have broke it in a later build. (That's the downside of having a larger team. Oops!)
    We have a issue list containing that bug and much more that the dev team is working through, and we hope to deliver an updated version of the demo with as many fixes as we can soon.
    The input lag issue mentioned above by W.A.C. (and others in other places) is particularly concerning and we're gonna do what we can to get that fixed up.

    Not meaning to bitch, though - we appreciate your feedback!